![]() The 360 game seems to have a very slight edge in texture quality and detail, though not always in all circumstances. These are the same ones we find on most cross platform PS3/360 ports or conversions. In terms of texture detail and filtering, there are advantages and disadvantages on both versions to consider. The level of sharpness with regards to the actual geometry is identical across both platforms, and this only changes when certain visual effects are present, in which case the PS3 game seems to blur noticeably over the 360 one. However just a few minutes into the game things began to change, and it was extremely clear than something was going on with regards to how the effects were rendered in both versions, and the impact it was having on overall image quality.īefore I go into detail about those changes I’ll start by saying that Bioshock 2 renders in 720p (1280x720) for both platforms, with the 360 gaining an image quality advantage from having 2xMSAA (multi-sample anti-aliasing) and the PS3 version once again having no AA solution whatsoever, though a slight edge blur is present without affecting edge sharpness to any detriment. Lighting looked also to be on par for both PS3 and 360, with the only difference I noticed were with regards to the gamma levels being lower on 360, making for some loss of shadow detail in dark areas. Now at IQGamer we roll out the same treatment for Bioshock 2, going over every detail with a fine toothcomb seeing just how close both PS3 and 360 versions are, and of course take a look at the reasons behind any technical differences we find.įirst impressions of Bioshock 2 are rather good, there initially seemed to be very little in the way of differences between both versions of the game, with texture detail being very similar and sharpness being pretty much equal. If it works differently than suggested here you would essentially upgrade the PS3/Xbox 360 by just buying a new TV.Earlier this week we brought you our in-depth analysis on the technically proficient Dante’s Inferno, a game that impressed us with its startlingly solid approach to achieving almost 100% parity across both PS3 and 360, and if it weren’t for a slight horizontal blur on the 360 version, it would have been absolutely identical. Still the game runs at 30fps regardless of your TV screen. If it is 120Hz with no picture blending, it draws every frame at least 4 times. This means, that a 30fps game will require a 60Hz TV to draw the same game frame at least twice. ![]() This is repeated 30 times a second in a 30fps game. You don't see the screen until the game has completed these two tasks as you will only see the previous completed screen. take your input for instance, update the score, see if there is any collisions between object, compute physics etc) and draw it on screen. The independent frame rate of the game on the other hand is how often the game is able to complete on task of updating the game status (i.e. The advantage is when viewing certain movies that can help avoid judder. ![]() In some cases, it might just not blend at all. it is possibly introducing noise into the picture you are seeing. If the TV is above 60Hz, then it has advance circuitry to blend the different pictures to reach a higher frame rate i.e. The console has to match this or the TV has to adjust for this if it s above 60Hz. ![]() the "i" after the resolution, then it takes 2 frames to draw a full screen. The frame rate of the TV tells the TV how often to draw the screen. Your TV frame rate is independent of your game frame rate. IdleLeeSiuLung 4855d ago (Edited 4855d ago )
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